Chapter 5 - STEAM intervention in the classroom using programmed-controlled devices
Synopsis
Introduction: STEAM education (Science, Technology, Engineering, Arts, and Mathematics) proposes active learning through interdisciplinary activities, moving away from passive listening. It can be approached through various methodologies, such as Project-Based Learning (PBL), where a research-action process is carried out, mobilizing knowledge, skills, and attitudes in an interdisciplinary and collaborative manner that gives meaning to learning. Objective: Considering the importance of linking teaching skills and the STEAM approach during the educational process, this study aims to analyze from a didactic perspective the PBL methodology and Arduino programming as a strategy for training students in Upper Secondary Education (EMS). Methodology: The study involved 32 students enrolled at the No. 123 Technological Industrial and Services High School, specializing in Electromechanics. The teaching-learning process was divided into three stages: 1) Project proposal; 2) Design and development of the program-controlled device; and 3) Experimental design using the device to identify environmental factors that limit the growth of organisms. Conclusion: This STEAM-focused intervention allows for the integration of learning from experimental sciences, technology, and mathematics through the biological interpretation of a number, regarding how environmental factors limit the distribution and abundance of organisms, which in turn determines the economic activity of their region. This classroom intervention can be adjusted to achieve trajectory learning so that students are formed in a comprehensive manner.
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